;
;   CIVILIZATION CIVILOPEDIA TEXT
;   Copyright (c) 1995 by MicroProse Software
;
;   Altering the contents of this file may cause the
;   game to malfunction.
;

@PEDIAPICKCIV
@width=540
@columns=3
@listbox
@title=Civilopedia: Civilization Advances

@PEDIACIV
@width=480
@title=Civilization Advance
^^%STRING0
^


@PEDIACIVFACTS
^Allows government form of same name.
^Allows settlers to build fortresses.
^Allows settlers to build airbases.
^Allows settlers to build railroads.
^Allows settlers to improve farmland.
^Increases the effect of temples.
^Increases the effect of colosseums.
^Worth bonus points in Civilization score.
^Increases ship movement rates by one.
^Improves Spaceship thrust by 25%.
^Free civ. advance for first civ. to discover.
^Decreases the effect of Mosques.
^Cancels the effect of


@PEDIAPICKUNIT
@width=540
@columns=3
@listbox
@title=Civilopedia: Unit Types

@PEDIAUNIT
@width=480
@title=Unit Type
^^%STRING0
^

@PEDIAUNITFACTS
^Can see units two spaces away.
^Ignores enemy Zones of Control.
^Can make amphibious landings.
^Cannot attack units on shore.
^Can attack aircraft in flight.
^May be lost out of sight of land.
^Ignores City Walls.
^Can carry friendly air units.
^Can make paradrops.
^Treats all squares as road squares.
^Defense +50% versus units with a movement factor of 2.
^Only Fundamentalist governments can build.
^Destroyed after attacking.
^Defense +100% versus air and missile units.
^


@PEDIAPICKGOVT
@width=480
@listbox
@title=Civilopedia: Governments


@PEDIAPICKIMPROVE
@width=540
@columns=3
@listbox
@title=Civilopedia: City Improvements

@PEDIAIMPROVE
@width=480
@title=City Improvement
^^%STRING0
^

@;Palace
@PEDIAIMPROVE1
Eliminates corruption and waste in the city,
and decreases it in all nearby cities.

@;Barracks
@PEDIAIMPROVE2
City produces Veteran ground units. Ground units can
be completely repaired in a single turn.
^Orenburg was the starting point for expeditions 
into Siberia and Central Asia.

@;Granary
@PEDIAIMPROVE3
Only half of city's food store is depleted when 
city increases in size.

@;Temple
@PEDIAIMPROVE4
Up to two discontented citizens are made content.

@;Market
@PEDIAIMPROVE5
Increases tax and luxury output by 50%%.

@;Theater
@PEDIAIMPROVE6
Increases science output by 50%%.

@;Courthouse
@PEDIAIMPROVE7
Decreases corruption by 50%%. 

@;City Walls
@PEDIAIMPROVE8
Units in city are tripled on defense versus ground attacks.

@;Aqueduct
@PEDIAIMPROVE9
Allows city to increase beyond size 8.

@;Bank
@PEDIAIMPROVE10
Increases tax and luxury output by an
additional 50%%.
^Central Asia became an alternative to the American South as
a producer of cotton during the U.S. Civil War.

@;Cathedral
@PEDIAIMPROVE11
Makes four unhappy citizens content (Three if nation is
not Islamic).

@;University
@PEDIAIMPROVE12
Increases science output by an additional
50%% (cumulative w/ Theater).

@;Mass Transit
@PEDIAIMPROVE13
Eliminates pollution caused by population.

@;Colosseum
@PEDIAIMPROVE14
Three unhappy citizens are made content.
^Buddhism holds sway from India to Southeast Asia.

@;Factory
@PEDIAIMPROVE15
Increases resource production in city by 50%%.

@;Mfg. Plant
@PEDIAIMPROVE16
Increases resource production by an additional 50%%
(cumulative w/ Factory).

@;SDI Defense
@PEDIAIMPROVE17
Protects everything within three spaces of
the city from nuclear attack.

@;Recycling Center
@PEDIAIMPROVE18
Decreases the pollution caused by factories.

@;Power Plant
@PEDIAIMPROVE19
Increases factory output by 50%%.

@;Hydro Plant
@PEDIAIMPROVE20
Increases factory output by 50%%.  Cleaner
than Power Plant, and generally safer than
Nuclear Plant.

@;Nuclear Plant
@PEDIAIMPROVE21
Increases factory output by 50%%.  Cleaner
than Power Plant (same as Hydro Plant), but
there is a risk of Nuclear Meltdown unless
civilization has discovered Fusion.

@;Stock Exchange
@PEDIAIMPROVE22
Increases tax and luxury output by an additional
50%%.
^All a city's residents met in the bazaars to trade their
wares.

@;Sewer System
@PEDIAIMPROVE23
Allows city to grow beyond size 12.

@;Supermarket
@PEDIAIMPROVE24
Allows squares in the city's radius with
the "farmland" improvement (irrigated twice)
to produce 50%% more food.

@;Superhighways
@PEDIAIMPROVE25
All squares in the city's radius with roads
(or railroads) produce 50%% more trade.
^A way station for caravans traveling the deserts
of Central Asia.

@;Research Lab
@PEDIAIMPROVE26
Increases science output by an additional 50%%
(cumulative with Theater and University for a
grand total of 150%%).

@;SAM Missile Battery
@PEDIAIMPROVE27
Units in city are doubled on defense against
air units and non-nuclear missile units.

@;Coastal Fortress
@PEDIAIMPROVE28
Units in city are doubled on defense against
shore bombardment by enemy ships.

@;Solar Plant
@PEDIAIMPROVE29
Increases factory output by 50%%.  Cleaner
than all other forms of power.

@;Harbor
@PEDIAIMPROVE30
All ocean squares in the city's radius
produce one extra unit of food.

@;Offshore Platform
@PEDIAIMPROVE31
All ocean squares in the city's radius
produce one shield.
^The British Empire led the race to develop barren
atolls into depots for refueling steamships.

@;Airport
@PEDIAIMPROVE32
City produces veteran air units.
Any air unit spending its entire turn in the city
is completely repaired.

@;Police Station
@PEDIAIMPROVE33
Decreases unhappiness caused by troops away from city by 1.

@;Port Facility
@PEDIAIMPROVE34
City produces veteran naval units.
Any ship spending its entire turn in the city is
completely repaired.

@;SS Structural
@PEDIAIMPROVE35

@;SS Component
@PEDIAIMPROVE36

@;SS Module
@PEDIAIMPROVE37

@;Capitalization
@PEDIAIMPROVE38
Converts production into trade.

@;Pyramids
@PEDIAIMPROVE39
Counts as a Granary in every one of your cities.

@;Hanging Gardens
@PEDIAIMPROVE40
One extra happy citizen in every city.
^This building is believed to sit on a site sacred to Abraham, 
a central figure for the three religions that call Jerusalem
the Holy City.  In the past it was both a Jewish temple and 
Christian church, and the prophet Mohammed was said to have
ascended into heaven here.  All three religions have tried at
various times to control its access.

@;Colossus
@PEDIAIMPROVE41
City produces one extra trade arrow in each square that
already produces one.
^Next to the Bab-i-Humajun, one of twelve gates in the great 
walls of Istanbul, was the office of the Vizier and major 
Ottoman ministers.  As the major edicts of the Sultan issued 
from this building, the French name for this place ("lofty gate") 
became shorthand for the Empire.

@;Lighthouse
@PEDIAIMPROVE42
All ships have their movement rate increased by one.  
Also, all new ships receive veteran status.
^Under the auspices of the White Ensign, the Royal Navy
protected the sea lanes of the Mediterranean from Malta.

@;Great Library
@PEDIAIMPROVE43
^This monument was built by the conqueror Tamerlane in the
capital of the Moghul Empire.

@;Oracle
@PEDIAIMPROVE44
Doubles the effect of all of your cathedrals.
^The Sioni Cathedral has been the home of Georgian Christianity 
for over a milennium.

@;Great Wall
@PEDIAIMPROVE45
Enemy civilizations must offer cease-fire/peace
in negotiations.  Combat strength doubled against
barbarians.
^Mount Kailas is a pilgrimage site high in the Himilayas.  Despite its
remote location it is well visited by Buddhist devotees.

@;Sun Tzu's War Academy
@PEDIAIMPROVE46
All new ground units produced gain Veteran status.
Any unit which wins a combat gains Veteran status.
^The leaders of Afghanistan ruled from this forbidding keep. 
Oddly enough, during the First Afghan War, the English occupiers
did not, and only one survivor made it back to India after the 
massacre that followed this tactical error.

@;The Forbidden City
@PEDIAIMPROVE47
Every square in the city's radius produces an extra
resource "shield".
^Sultan Jehan of Mughal India created this jewelled masterpiece, said to
include the Koh-I-Noor diamond as one of the peacock's eyes.  The throne 
was brought to Persia by victorious invaders in the 18th Century and became 
the seat of Qajar shahs until the revolutions of the early 1900's.  At that 
time it was valued at over $13 million.


@;Marco Polo's Embassy
@PEDIAIMPROVE48
You receive a free embassy with every rival Civilization (so
your intelligence report will always be complete and you will
receive updates when other civilizations discover technologies).

@;Michelangelo's Chapel
@PEDIAIMPROVE49
Counts as a Mosque in each of your cities.
^The Dalai Lama represents the incarnation of Buddha on Earth 
from this holy palace.

@;Copernicus' Observatory
@PEDIAIMPROVE50
Increases science output of city by 50%%.
^Mikhail Lomonosov was the first Russian man of letters.  In the
18th Century he founded what was to become Moscow State University.

@;Prince Henry's School
@PEDIAIMPROVE51
Movement rate of all ships is increased by two.

@:Shakespeare's Theatre
@PEDIAIMPROVE52
All unhappy citizens in city are content.
^India was the most treasured possession in the British Empire,
and control of the subcontinent ranked was the grand strategy of
British activity in Asia.

@;Da Vinci's Workshop
@PEDIAIMPROVE53
Whenever one of your units becomes obsolete because of a new
technology you have discovered, it is immediately replaced
by an equivalent modern unit.

@;J.S. Bach's Cathedral
@PEDIAIMPROVE54
Decreases unhappy citizens on same continent by 2 per city.
^The tallest tower in the holy city of Bokhara, this minaret
was used as a "lighthouse" for caravans traveling to the city.
Genghis Khan stopped here, and as he gazed on its peak the hat
fell from atop his head -- prompting the local boast that this
was the only thing the great conqueror bowed before, when he
stooped to retrieve it.

@;Isaac Newton's College
@PEDIAIMPROVE55
Doubles science output of city.

@;Hudson's Bay Trading Co.
@PEDIAIMPROVE56
Pays the maintenance for all city improvements which
ordinarily cost 1 gold per turn.  City improvements
requiring more than 1 gold per turn maintenance are not
affected.
^The Umayyad Mosque was the first decorative mosque built
by the expanding Arab Caliphate, at the start of the eighth
century.  Its first capital was Damascus, which has been an
important middle eastern capital for over two thousand years.


@;Royal Society
@PEDIAIMPROVE57
^The Atashgah temple outside Baku symbolizes the importance of 
petroleum to the city.  Fire-worshippers have come to this site for 
one thousand years to view great jets of ignited oil erupt from the 
ground.  In the 19th Century, only Texas produced more oil than the
oil-fields of Azerbaijan.

@;The Statue of Liberty
@PEDIAIMPROVE58
Eliminates the period of unrest between governments.
Also allows any form of government to be chosen, even if
the proper advance has not been discovered.

@;The Eiffel Tower
@PEDIAIMPROVE59
When you first obtain control of the Eiffel Tower,
Every civilization's attitude toward you is immediately shifted 25 points
in your favor (on a hundred point scale).  Attitudes continue to improve
gradually over time.  Other civilizations are also quicker to forget your
past transgressions.

@;Hoover Dam
@PEDIAIMPROVE61
Provides increased production to every city with a factory.
^Ivan the Terrible's majestic monument was built to commemorate
the fall of Kazan.  The tsar put out the eyes of the architect
once it was finished, to prevent him from building anything more
beautiful.

@;Mount Rushmore
@PEDIAIMPROVE60
Decreases unhappiness caused by troops away from city by 1.
^Another of Sultan Jehan's masterpieces, this magnificent palace
was built to honor one of his wives.

@;Manhattan Project
@PEDIAIMPROVE62
Allows nuclear weapons to be built.

@;United Nations
@PEDIAIMPROVE63
^* Free embassy with every other civilization
^* Enemy civ's cannot refuse your peace treaties.
^* As a democracy, you can declare war 50%% of the time
^  (peacekeeping missions).

@;Apollo Program
@PEDIAIMPROVE64
^The castle of Eribuni was built almost 3,000 years ago to cow the
local populace into submission.  To this day the Caucasus still has 
the reputation as "the greatest fortress in the world."

@;SETI Program
@PEDIAIMPROVE65
Doubles the science output of each city.
^The journey to India was a coming of age for many English men.
Some went to make their fortunes; others, like Richard Burton,
sought the thrill of adventures in a far-off land.

@;Satelitte Television
@PEDIAIMPROVE66
One extra happy citizen in each city.
^One of the holiest Shi'ite shrines on earth, the Shrine of Imam
Rezi is a pilgrimage site for many Persians.

@PEDIAGOVT
@width=600
@title=Civilization: Governments
The form of government you choose for your civilization will
affect the way resources are distributed in your cities, the
rate at which your citizens can produce and sustain new units
and city improvements, and the extent to which your citizens
have a say in the way you govern them.
^
Some forms of government, such as Despotism, Monarchy, and
later Communism and Fundamentalism, allow you to expand
rapidly, to produce and sustain large numbers of military
units, and to control your affairs completely.
^
Democracy and the Republic, on the other hand, give your
citizens the freedom to produce vast amounts of trade, which
increases your wealth and knowledge rapidly. On the other
hand, your citizens may grow unhappy when you send military
units out of your cities; also, your Senate may try to
interfere in your conduct of foreign affairs.
^
To change your civilization's government, you must have a
Revolution--select "Revolution" from the Kingdom Menu.  This
will entail a brief period of Anarchy.

@PEDIAGOVT0
@width=600
@title=Civilization Government: Anarchy
Anarchy represents not so much a government type as the
lack of any stable government. Anarchy occurs when your
civilization's government falls, or when you decide to
have a Revolution. After a few turns of Anarchy, you will
be able to reconstitute your government.
^
Anarchy is similar to Despotism, except that the corruption
rate is VERY HIGH (see entry for Despotism).  However, no
taxes are collected during a period of Anarchy, and no
scientific research is conducted.

@PEDIAGOVT1
@width=600
@title=Civilization Government: Despotism
^UNIT SUPPORT
Each unit above the city size costs one shield per turn.
Settlers eat one food per turn.
^
^HAPPINESS
Up to three military units in each city will institute
"martial law", converting an unhappy citizen into a content
citizen.
^
^CORRUPTION AND WASTE
Despotism has a HIGH rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital.
^
^SPECIAL
Under a Despotism, none of the science/tax/luxury rates may
be set higher than 60%%.  ALSO, ANY SQUARE WHICH WOULD ORDINARILY
PRODUCE THREE OR MORE OF A RESOURCE (FOOD, SHIELDS, TRADE) PRODUCES
ONE LESS.
^
^HINTS
Because of Despotism's high rate of corruption, it is almost
always an inferior form of government.  Try to switch to a
Monarchy as soon as possible.


@PEDIAGOVT2
@width=600
@title=Civilization Government: Monarchy
^UNIT SUPPORT
Each unit beyond the third costs one shield per turn.
Settlers eat one food per turn.
^
^HAPPINESS
Up to three military units in each city will institute
"martial law", converting an unhappy citizen into a content
citizen.
^
^CORRUPTION AND WASTE
Monarchy has a MODERATE rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital.
^
^SPECIAL
Under a Monarchy, none of the science/tax/luxury rates may
be set higher than 70%%.
^
^HINTS
Monarchy is an excellent form of government for a young
civilization.


@PEDIAGOVT3
@width=600
@title=Civilization Government: Communism
^UNIT SUPPORT
Each unit beyond the third costs one shield per turn.
Settlers eat one food per turn.
^
^HAPPINESS
Up to three military units in each city will institute
"martial law", converting *TWO* unhappy citizens into
content citizens (so a total of SIX unhappy citizens can
be suppressed).
^
^CORRUPTION AND WASTE
Under Communism, state control of the economy eliminates
organized crime.  Your cities, therefore, experience no
corruption.
^
^SPECIAL
All SPY units produced under Communist governments are
given VETERAN status.  Under Communism, none of the
science/tax/luxury rates may be set higher than 80%%.
^
^HINTS
Communism is best for large, far-flung empires which need
to maintain a large military.  Use your powerful spies to
steal technology from the capitalist pigs.

@PEDIAGOVT4
@width=600
@title=Civilization Government: Fundamentalism
^UNIT SUPPORT
Can support up to TEN units for free; additional
units cost one shield each.  Settlers eat one
food per turn.  ONLY Fundamentalisms may produce
FANATIC units.
^
^HAPPINESS
Under Fundamentalism, NO CITIZEN IS EVER UNHAPPY!
^
^CORRUPTION AND WASTE
Fundamentalism has a LOW rate of corruption.
However, Fundamentalism has the special disadvantage that
all SCIENCE is HALVED.
^
^SPECIAL
Improvements which convert unhappy citizens to
content citizens (Temples, etc.)
produce "tithes" equal to the number of citizens they would
otherwise convert.  They also require no maintenance.
The diplomatic penalties for "terrorist acts" committed by
your Diplomats and Spies are reduced.
Under Fundamentalism, none of the science/tax/luxury rates may
be set higher than 80%%.
^
^HINTS
Fundamentalism eliminates all happiness problems and provides
an excellent revenue.  Scientific research tends to languish.


@PEDIAGOVT5
@width=600
@title=Civilization Government: Republic
^UNIT SUPPORT
Each unit costs one shield per turn.  Settlers eat TWO
food per turn.
^
^HAPPINESS
Each military unit AFTER THE FIRST which is not in a friendly
city (or a fortress within 3 spaces of a friendly city)
causes one citizen in its home city to become unhappy.
^
^CORRUPTION AND WASTE
The Republic has a LOW rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital.
^
^SPECIAL
Under a Republic, each square which ordinarily produces at
least one unit of trade produces an extra unit.
None of the science/tax/luxury rates may be set higher
than 80%%.
^
^HINTS
Switching to a Republic can give an astounding boost to your
science and tax revenues, although you'll probably have to
divert some of your trade to luxuries.  It becomes more
difficult (and expensive) to keep an army in the field, but
building the Womens Suffrage wonder can help with this
problem.

@PEDIAGOVT6
@width=600
@title=Civilization Government: Democracy
^UNIT SUPPORT
Each unit costs one shield per turn.  Settlers eat TWO
food per turn.
^
^HAPPINESS
Each unit which is not in a friendly
city (or a fortress within 3 spaces of a friendly city)
causes TWO citizens in its home city to become unhappy.
^
^CORRUPTION AND WASTE
Democracies experience NO corruption or waste.
^
^SPECIAL
Under a Democracy, each square which ordinarily produces at
least one unit of trade produces an extra unit.
The units and cities of a Democracy are immune to BRIBERY
of all forms.
The science/tax/luxury rates may be set to any level
desired.
^
^HINTS
Democracies can produce spectacular amounts of revenue and
scientific research.  However, because of the severe
happiness restrictions on military units, this form of
government tends to be viable only for large, advanced
civilizations.  Increasing your luxuries rate and building
Wonders can help alleviate this problem.

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